![]() |
Sorry if its already been posted but what about
a) Bath tub effect when using AA guns ( shielding block view in certain angles) b) Transparent watch crew & ship (sun / lights visible through ship) c) as Captain on bridge you cant see all around you - you need to be able to move about or when in binocs NOT have any part of the ship block your view - to simulate you moving around the bridge d) dropping out of TC when the watch crew sees/hears aircraft / ships i.e. long before you get shot to heck. Thank you for taking the time to listen to my thoughts... Elphaba |
Bugs BUGS BUGS!
OK. I dont want to repeat all other posts, but I will say about things that I think are every important for SH4.
1 Properly working Chonographer which sends data to the computer. (I cant play without it) 2 Bugged bow dive planes which cut into Subs hall, with crooked hydrolic arms sticking out, pls fix this. Its very annoying. They move in horrible way which just drives me nuts. 3 I tried to terminate a lifeboat, and a pilot survivor with a Twin Machine guns, and nothing happened. @_@ Now I know how Americans ARE about sensorship and all that, and about Rules of Engagement on the battle field. But I am russian, why do I have to suffer this? :) If I decide that I want to terminate a lifeboat full of "helpless japanese humans" or a pilot who just tried to bomb my ass, It should be my right! :) 4 Something has to be done with Damage Control team, Sub sinks too fast, cant pump out water, crew working on something insignificant like radio antena instead of trying to safe the life of the sub. Also, howcome all SH series dont show all compatments of the subs, why cant we see crew quarters with sailors sleeping or resting. Engine room with people trying to tend to the engines, or torpedo rooms where you see crew reloading torpedos, I mean for all the work spent on this beautiful game, is it even possible that we in the future can marvel on a fully accessible submarines??? Thanks! |
There is a graphic glitch with the rudder of some boat, the rotation axe is wrong. Most of them are merchants.
http://dnddod.free.fr/Divers/badrudder1.jpg http://dnddod.free.fr/Divers/badrudder2.jpg http://dnddod.free.fr/Divers/badrudder3.jpg |
Stadimeter mast height only goes to 130 feet whereas some ships masts are as much as 166 feet.
|
ellestoy2007
seems to be a bug when u have the dual 20mm guns on when tracking a plane u suddenly loose sight as the bulkhead intervenesbetween the sights and urself this happens on both sides port and starboard can it be fixed or must we only use the single gun
|
Graphics Skewed
Along with all the other problems, here is my favourite (not). Whilst switching the External camera the graphics become 'skewed' making the external views useless. I get a similar problem occasionally with SHIII. I can resolve it in SHIII by saving and reloading the current file. This however does not appear to work with SHIV. The whole damn game has to be reloaded and sometimes a reboot is required. Is this a hangover from SHIII or is this problem peculiarly mine?
|
What I call the "On Eternal Patrol" bug where sometimes you do not get the message to change your base (even though it changes in the .rmr file) and you cannot dock anywhere, only refit.
JCC |
It's probably already listed (heck, think I posted it already once), but RAMMING DAMAGE is FUBAR.
Sub gets rammed by ship, sub should lose, end of discussion. Doesn't matter id ship also get hurt or not, because I should be dead and unable to tell the difference. (not lifeboats, rafts though, please ;) ) tater |
Bug: the Akita Maru's rudder is positioned incorrectly, which leads to problems when it tries to make a turn.
|
Men,
You have seen a lot of deleted post on this thread. The dev team asked for bugs to be reported on this thread only. I have deleted only posts that had nothing to do with bugs. No one was singled out for any reason other than a post that was non-related to bug reporting. As per request, please post bugs only. If you see a posted bug that is really not a bug, please PM that member and help with a possible fix for the issue. I have already had several PM requests to keep it clean and delete non-appropriate posts. I appreciate you efforts in this. Lets keep it neat and clean so the devs can dig into the really bad issues. It will pay off in the end. Proceed........ |
Quote:
In multiplayer sessions, triggers don’t work in multiplayer missions that the player have made them from editor. When a multiplayer game is finished, Silent Hunter IV displays the total results for each player, but in this list I can not find sunk ships for each player. This is not a bug, but good if you can make it better, like in Silent Hunter III. This is very important for multiplayer tournaments. Thanks for you attention PD: Sorry for my english.;) |
If possible, please look into why ATI cards do not get the same glare/bloom effects (cool full sky sunsets) that Nvidia cards get.
|
Not really critical but annoying:
Sometimes when I have Mk10 torpedo loaded game lets me set the High speed. But it should not be so, because Mk10 had only one speed setting. It usually works correctly in the game (only Low speed) but SOMETIMES I do have an option to set High speed as well - probably a leftover from a previously loaded Mk14. If it's only speed switch with no relation to actual torpedo speed - no biggie, but devs should check that the torpedo does not "inherit" other properties from the previously loaded Mk14 (like faulty detonators etc.) |
It would be nice to be able to toggle off the "instant success" we have in the game now. Ie: when you sink a ship, have no message about the sinking until to reach port. In single player, it adds immersion, and in multiplayer it is simply critical.
For example, 2 submarine players attack a convoy run by a third player. COnvoy player prosecutes a sub to the east of the convoy. With instant success, he knows to stay there until the job is done, without it, he might think he's nailed him, and move on. No "fog of war" really cripples such play. In single player, it's the difference between finishing a target off or not. |
Change in Home Port
Unreported change in home port is a serious deficiency.:x
|
Inomplete Mission
Just a smal thing, Ex-Brisbane finishing a recon / area mission with SEngage Merchant active once I got to the area, sinking 70,000 ton after a local refit in Solomons returned to Brisbane with out a dock option, only refit / postpone. Also restarted mission on Leave dock last save, same thing happened... also tried to dock at Midway ex- Brisbane (yes I had 1 min of fuel left... lol) still did not allow me to DOCK....:down:
|
Lightting / wave static
1) Using Nvidia w 512 vid / 2 gig ram / sometimes load with crippling wave fps, game runs normally, doesnt effect 3rd party shiping speeds or ownship speeds... just kills the overall game play, reload abot 50% chance of same thing happening again without a close / restart.
2) Lighting sprites shine through ships hull, ie periscope is semi-translucent when viewed through binoculars at a lighthouse, search light etc... 3) Using obvious 3rd mods to enhance skyline was the only option to get rid of screaming sky / clouds running at a million miles an hour at 1 x speed after running at 5000+ |
1) The problem with the AA gun that people mention is best reproduced by aiming the AA gun zoomed out and as high as it will go, then turning 90 degrees to port or starport. You will then notice the side of the hull sliding past your point of view, between the camera and the gun aiming reticule. If the camera was closer to the gun it would probably solve itself.
|
AVGWarhawk, I'd like to suggest using this thread for our requests (along with keeping out the pointless chatter);
but creating a second locked list that only moderators can post in. There you could list the important things from this thread. That way there is one compiled post with the issues listed in a quick easy to read for both us and the devs. Right now unless I look through 5 pages, I have to preface my post with "Sorry if this has been said already...." Which, by the way, Sorry if this has been said already (and probably has), but the damage model needs a review. 1. Damaged areas like conning tower continue to kill crewman placed there as if the area is now cursed. (Don't think this was fixed with 1.2) 2. The sudden mysterious sudden death sinkings, usually encoutered during TC. Maybe this is just an unfortunate byproduct of TC, where for example a bottom collision occurs before the game can slow down, but maybe it could be looked at. 3. A damaged sub, even after crew makes repairs, often sinks after submerging because of "residual damage" I suppose, but it seems a little bit "set too high". A repaired sub should be able to go to periscope depth without sinking if the crew states "repairs are complete". Maybe reduce the crush depth substantially to demonstrate weakened hull integrity, yes; but right now it's a little over done. Or at least, if I cannot go to periscope depth anymore without sinking, have the crew give a warning of "Recommend remaining on the surface sir". Someone let me know if I have any of this wrong please... |
hi all
don't know if it's a bug, but they are a lot of connection lost in multiplayer :s also can you do something for insubmersible surfaced sub in multi ? (sorry for my english) |
All times are GMT -5. The time now is 03:35 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.